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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Phenir

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31
Maya's ground defense bonus has no effect. Should be 2340 or 3120, depending on if it's supposed to be a flat amount or percent.

32
There seems to be a bug where if you tell an operative to travel whilst they are traveling, other operatives can't travel as can be seen in the image. After the other operative arrives at their first location, this one can now travel.

33
Can't do any of Miruko's sim games besides silent hand. Duel and shadow of past don't do anything and dispersed walls throws a no rule found error.
Bunch of question marks in the middle of Xihe's recruitment event, right after saving her.

34
Technical data isn't a thing in vanilla so you must be using a mod or miswriting the name. Topographic data maybe? Which can't be used for anything besides selling.

I mean this stuff

https://ibb.co/Tt9G6KV
That's a fighter lpc. You equip them on a carrier similar to a weapon. The slots to do so will be on the left of the ship if it has any fighter bays. Look at gemini, drover, condor, heron, astral, legion, and so on for examples.

35
Technical data isn't a thing in vanilla so you must be using a mod or miswriting the name. Topographic data maybe? Which can't be used for anything besides selling.

36
I think that behavior is part of the swarm thing, where a bunch of fleets that are scared of you individually will attack you if they think that they stand a chance together. Which would almost never occur if any partially defeated fleet just left the system.

37
Suggestions / Re: give PegaSUS built-in missleracks
« on: March 13, 2024, 05:06:49 PM »
Conquest and onslaught get ballistic integration because their large mounts don't all converge together and because downsizing the weapons mounted is silly,usually. I think it's pretty obvious why invictus gets it. If it didn't have it, it'd need a ton of OP to fill all those slots with larges.
On topic though, consider the difference between built in missile racks and modular missile racks. The latter reduces missile fire rate when smoded, the former has no reason to be smoded at all. So without the missile rack build in, it's 40 op vs 1 smod slot + fire rate reduction.

38
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 13, 2024, 01:43:21 PM »
Thanks for sharing your thoughts on the topic and I do love your idea of trying out the Dampened Hull mod as a %.  I'm always up to try something and see how it works out.

My thoughts and opinions don't line up with yours but that is fine and it is better to have multiple points of view. Let me expand a bit on my thoughts and explain what I'm seeing.  For starters as players we can cheese the game systems and some ships have more tricks to play than others.  There are wild gamers out there that made Modded super bosses look like jokes so I'm going to take the wide range of player skill out of my thoughts for this. Yes, on paper the Pandemonium (I can't call her a panda as Santanico Pandemonium comes to mind) looks great but that is not as true as it might seem.

I have never had a time when I came across a Pandemonium or a Maelstrom in game where I was concerned outside of not being geared for mid or late game.  On the other hand a Paragon at 60 deployment points out ranges the Pandemonium with the stock built in Advanced Targeting Core. It does not have the same firepower but does out range it and tanks better than a Pandemonium.  The Pandemonium is classed as Dreadnought with the Maelstrom being the battlecruiser but we now have a dreadnought in game that I do worry when I see it.  The Invictus also at 60 deployment points may just out damage a Pandemonium but what is more important is a Invictus used by the AI is much deadlier to your fleet than a Pandemonium along with being tough as nails low-tech to tank a lot of damage.

With DA being a Midline series and personally the weakest out of low-tech, midline and high-tech they have limited shield arcs and middling armor and exposed flanks.  Both the Pandemonium a the Maelstrom are easy to flank even by capitals but not you Invictus as you have eaten to many snacks. I was also wrong the Pandemonium stock is only 70 deployment points I must have been looking when my character was assigned to it. Even so, the 8 combat focused mounting slots are good and the other mounts are mostly relegated to IBIS or Raptors.  The Dampened Mounts range bonus is needed for those large mounts as you might be 200 away from the front of the ship.  Don't get me wrong I do not hate or dislike the ship.  But the ordnance points are light on it and DA at some point had a big push to be "Vanilla" and likely got pushed to bit under Vanilla.  Do I think it is still overcoated at 70? Yes, 100% in the current state.  Should it be 60, debatable likely closer to 65 via the large carrier aspect.  But there is room for tinkering and examination.

I'm always willing to try stuff and see what works and what does not work.
I can see panda being non threatening from a player perspective as the AI won't utilize its strengths correctly. It's one of those ships that is really strong in player hands but kind of middling in AI hands because various reasons, including the weaknesses you mentioned. Probably why it's not fielded that often in AI fleets.
In the player hands, flanking is no problem because player can use ship system to quickly turn around but AI uses all its charges just moving back and forth instead of strategically to dump flux or punish flankers or reload weapons. AI also won't abuse the superior range of the panda to "kite". It's true the paragon can outrange the panda but only if it is using 1000 range beams, otherwise the panda is going to be winning the range game. Nearly all non beam large energies are 700 range. A 1000 range recson v gets extended to 1200 range and then further by itu to 1920 range. The larges might be a closer match since they are a lot further back but it's not a huge discrepancy I think. Uhlans will still reach out to 2080 range. And anyway, other capital ships aren't so lucky to have +100% range like the paragon does.
The last loadout I used for panda under AI control was 6 thrush + 2 opfer + 4 artassault at the front. It had rear facing hexafires to deter flankers and that weird orb PD weapon in the 360 medium turret and some ibis' in the middle smalls. For wanzers, it had a raven, a blizzaia, and an avalanche I think or maybe that support wanzer. This panda was part of a heavy carrier focused fleet though, in which all medium missiles (2 from storms, 1 from fractuses) were thrushes so there were tons of micro missiles and wanzer flying around preventing enemies from easily maneuvering.
Also something that came to mind while writing this is PD with dampened mounts is ridiculously strong. +200 range is insanity, close to 60% range boost for the ibis for example. Enemy fleets have a very hard time using fighters or missiles against diable capitals.

39
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 13, 2024, 10:54:48 AM »
Adding in a few bugs in 2.9.1.

  • Dampened S-modded on prebuild in is not giving the increase to deployment.
  • All four of the new ships are not effected by the pilot skill Support Doctrine.
  • The built in micro missiles systems on the ships and the not the small micro missile launcher only does one reload at a time.  It only does the reload when the full bank is empty vs cycling the reloads so you are seeing a large drop in missiles. Also with 2.9.1 Ashes of the Dominion skill Unstoppable Force is no longer interacting correctly after the update.


Just played for a little bit so far but I did notice the Ashfall is wildly mobile after the ability is used.  I looked at the file and it might be because it has the frigate version of that ability.  It currently is using diableavionics_evasion and it might be better if it had diableavionics_heavyflicker could remove the extra mobility boost.  It seems like the mass might be reduced after the use of diableavionics_evasion or it is just part of that skill.


Edit: The built in S-modded version of Dampened Mounts do not seem to work at all right now as it does not adjust Op or adjust deployment costs.  I did check with TMI and it still shows the range change.
micro missile reload isn't a bug and also isn't working the way you state. You can see in the tooltip of the missile that it reloads one volley at a time, not the full ammo, kind of similar to the autopulse laser which reloads one shot at a time. You can't see the ammo reload progress unless you have fully depleted the ammo but it is happening in the background. Easily testable with simulation with one of the missions. Fire maelstrom's array once then wait 20 seconds, you suddenly have full ammo again.
Smod dampened mounts are a bit weird and doesn't apply its dp and op changes without spending some time on the campaign map but it is working as far as I can tell (ibis costing 2 op instead of 4, recson v costing 8 instead of 12).
Support doctrine is working for me with the new ships. Ashfall goes from 25 to 20, riptide from 24 to 19, etc. Should note that built in dampened perfectly counteracts both cruisers dp reduction from support doctrine so in this case you would see no change in dp from either source.
No idea about the aotd interaction since I don't use that mod.

40
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 12, 2024, 09:26:31 PM »
When equipping the Pandemonium pre S-mod it feels very tight and like you don't have enough ordnance points on the base design.  When the Pandemonium is S-modded Dampened it did not like a huge win fall but more like you had enough OP to equip the ship and take two hull mods.  I feel the Pandemonium is overvalued at the base form and 75 ordinance points or silly 82 when S-modded.
Panda is under oped because it's a battlecarrier and because it has more slots than are meant to be filled. For example, you don't need to fill all 10 of those middle smalls. That's like 40-50 OP right there you probably aren't getting much value from. Also it has wanzer gantries so it can kind of have up to 6 bays if you use single fighter wanzers.
With 6 mediums, 2 larges, and 4 smalls all converging forward (and also all outranging literally anything else, thanks +200 range) alongside 6 bays (avalanches or ravens are both good options) and the micromissile arrays, panda has significantly more firepower than any vanilla capital except maybe a ziggurat abusing phase cooldown which itself is 75 dp so.... and it has very strong flux stats, more base dissipation than paragon and same capacity. Panda gets even stronger if you properly abuse its ship system which acts like a mini time skip, which means it dumps flux and reloads weapons quickly during it.
To summarize, I think Panda's 75 dp cost is deserved. As for the smod negative, remember it is a built in hullmod for capitals, so smodding it does not count against your total smod limit, so you are getting around 50 OP (last build I used had 2 larges, 9 mediums, 6 smalls so I got 60 op from it) in exchange for 7 dp. Maelstrom would get like 24- 30 op I think, I forget how many mounts it has exactly, which is pretty low for 7 dp. Might be a bit harsh for the smaller ships though. A percentage increase might be better, like 10% dp increase, rounded up. So most frigates will see 1 dp increase, destroys would be 1-2, cruisers would be 2-3, and the maelstrom would be 4 while the panda would be 7-8 depending on if it counts base dp or modified dp.

41
Suggestions / Re: Developer game mechanics that suck
« on: March 12, 2024, 07:59:14 PM »
1. Not being able to run away without a story point. ...
... If you fleet is small or fast (your slowest burn vs their highest burn) enough, you can retreat without a fight ...
I'll say that I don't like this part. When I'm cruising around at 2x speed with an 11-burn fleet and accidentally get caught, I am very annoyed that I can't disengage for free. Is the cutoff 2 burn over the fastest enemy?
I especially do not like this when I am doing the story as story enemies know where I am even when they can't see me on their sensor, so I get caught by them just because they spawn super close and immediately wing in on me even though I have a 300 sensor profile and more burn.
I think you have to meet the first condition, being small as in under a certain amount of dp, before you can be checked for the second. If you somehow had a very small but slow fleet, you wouldn't be able to disengage without a fight. This is mostly based on hearsay though, I haven't tested it myself. And as for your 11 burn fleet, is that the ships burn stat without navigation?

42
I have the option to uninstall a built in hullmod that is not an smod. The accelerated shields here are a hullmod that comes with the ship.

43
Going through the main Galatia storyline when I reach the part about finding the Ziggaurat, and I need to find Kelise within a specific system. So I head to a slipstream and encounter a curious nascent gravity well in the middle of hyperspace, which I then transverse into. Boom, I'm at Alpha Site, picked up the Hamatsu and left. It seems this skipped a portion of the questline by accident, I already saved over everything, and heading to the system Kelise was last spotted at only leaves a static probe object which has zero interaction besides the ability to get some fluff text from it. The probe doesn't despawn after interacting with it, so I assume this was the skipped story object. I assume this is a skippable because it's perhaps not important, and is pacing you towards progressing though I wanted to double-check here if that's the case if I actually did miss out on key details/info.
You didn't skip it by accident really. The well you found is on the way to the system you are told to investigate. The intent is the records show they left from hybrasil towards that system (she wasn't spotted there, she was spotted heading there) but actually they were going to that well. If you actually go to the system, you get jumped a big phase fleet and then the probe points you back towards alpha site, where you need to encounter the ziggurat and investigate the planet it is guarding. You don't have to beat the ziggurat, just the encounter dialogue is enough. It probably will not pursue if you choose to disengage. Also, there is a hidden cache of special weapons located some distance from the planet you should pick up. Use the neutrino detector to find it.

44
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 11, 2024, 03:18:16 PM »
I am playing with the mod in 0.97a.  After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?
There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.

Does the one with the blueprints always inhabit a
Spoiler
black hole system
[close]
?
Yes

45
Mods / Re: [0.97a] Random Assortment of Things
« on: March 11, 2024, 02:01:59 PM »
Another thing: a petition to add another Nexerelin custom start, one where you are an Exo-Tech deserter. Similar to the Blade-Breaker deserter start if you remember, start with the faction blueprint package, some faction ships, and awful relations with all factions.
There is an exo start. You start with a few exo ships and an exo partnership so you can easily find them and some tokens to trade with.

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